diff options
Diffstat (limited to 'sway/desktop/shaders')
-rw-r--r-- | sway/desktop/shaders/box_shadow.frag | 74 | ||||
-rw-r--r-- | sway/desktop/shaders/meson.build | 1 | ||||
-rw-r--r-- | sway/desktop/shaders/quad_round.frag | 10 |
3 files changed, 82 insertions, 3 deletions
diff --git a/sway/desktop/shaders/box_shadow.frag b/sway/desktop/shaders/box_shadow.frag new file mode 100644 index 00000000..c9b2b91f --- /dev/null +++ b/sway/desktop/shaders/box_shadow.frag @@ -0,0 +1,74 @@ +// Writeup: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/ + +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec2 position; +uniform vec2 size; +uniform float blur_sigma; +uniform float corner_radius; + +float gaussian(float x, float sigma) { + const float pi = 3.141592653589793; + return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma); +} + +// approximates the error function, needed for the gaussian integral +vec2 erf(vec2 x) { + vec2 s = sign(x), a = abs(x); + x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a; + x *= x; + return s - s / (x * x); +} + +// return the blurred mask along the x dimension +float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) { + float delta = min(halfSize.y - corner - abs(y), 0.0); + float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta)); + vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma)); + return integral.y - integral.x; +} + +// return the mask for the shadow of a box from lower to upper +float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner_radius) { + // Center everything to make the math easier + vec2 center = (lower + upper) * 0.5; + vec2 halfSize = (upper - lower) * 0.5; + point -= center; + + // The signal is only non-zero in a limited range, so don't waste samples + float low = point.y - halfSize.y; + float high = point.y + halfSize.y; + float start = clamp(-3.0 * sigma, low, high); + float end = clamp(3.0 * sigma, low, high); + + // Accumulate samples (we can get away with surprisingly few samples) + float step = (end - start) / 4.0; + float y = start + step * 0.5; + float value = 0.0; + for (int i = 0; i < 4; i++) { + value += roundedBoxShadowX(point.x, point.y - y, sigma, corner_radius, halfSize) * gaussian(y, sigma) * step; + y += step; + } + + return value; +} + +// per-pixel "random" number between 0 and 1 +float random() { + return fract(sin(dot(vec2(12.9898, 78.233), gl_FragCoord.xy)) * 43758.5453); +} + +void main() { + float frag_alpha = v_color.a * roundedBoxShadow( + position + blur_sigma, + position + size - blur_sigma, + gl_FragCoord.xy, blur_sigma * 0.5, + corner_radius); + + // dither the alpha to break up color bands + frag_alpha += (random() - 0.5) / 128.0; + + gl_FragColor = vec4(v_color.rgb, frag_alpha); +} diff --git a/sway/desktop/shaders/meson.build b/sway/desktop/shaders/meson.build index 08efb967..ce2439de 100644 --- a/sway/desktop/shaders/meson.build +++ b/sway/desktop/shaders/meson.build @@ -7,6 +7,7 @@ shaders = [ 'quad_round_tl.frag', 'quad_round_tr.frag', 'corner.frag', + 'box_shadow.frag', 'tex_rgba.frag', 'tex_rgbx.frag', 'tex_external.frag', diff --git a/sway/desktop/shaders/quad_round.frag b/sway/desktop/shaders/quad_round.frag index e347284b..ddd6fe9b 100644 --- a/sway/desktop/shaders/quad_round.frag +++ b/sway/desktop/shaders/quad_round.frag @@ -7,9 +7,13 @@ uniform vec2 position; uniform float radius; void main() { - vec2 half_size = size / 2.0; + vec2 half_size = size * 0.5; vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; - float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius; - float smoothedAlpha = 1.0 - smoothstep(-1.0, 1.0, distance); + float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; + float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist); gl_FragColor = mix(vec4(0), v_color, smoothedAlpha); + + if (gl_FragColor.a == 0.0) { + discard; + } } |